Demon, Mehrim (Goat Demon)

Medium fiend (demon) chaotic evil

Armor Class 15 (natural armor)
Hit Points 31 (7d8)
Speed 40 ft.

20 (+5) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3)

Skills Perception +5
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal
Challenge 3 (700 XP)

Special Traits


  • Multiattack. The mehrim demon makes three attacks: one with its bite and two with its hooves.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.


This entity looks like an oversized black goat with three horns and jet black, glossy hooves. It exhales a wispy cloud of putrid black smoke as it breathes.

Mehrims are human-sized goat-like demons that roam the various planes of the Abyss, grazing and feeding on the strange Abyssal fauna as well as the flesh and ichor of fallen demons. While they are good hunters in their own right, mehrims are generally scavengers, following other demon hordes and feasting on their leftovers. Generally left to their own devices, mehrims play a minor role in the politics and machinations that take place within the Abyss. They rarely take part in the various wars and battles that rage across the Abyssal planes.

A mehrim stands about 4 feet tall at the shoulders and is about 7 feet long. It weighs about 650 pounds. Its skin is dark and its coat black and oily.

A mehrim charges into battle biting with its diseased bite and slashing with its front hooves. Most of the time, a mehrim opens battle with its protection from evil and good and darkness innate spellcasting abilities in effect. Against goodaligned foes that are susceptible, the mehrim uses its dispel evil and good attack.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb